OOC: Damn Jon. You didn't need to make them look bad in the process. Can Kurvilis just ask for the next one and soften them all up for us? He's going to be the Amalorkar open weight champion with that at-will.

Sentinel turns towards Lan, "Kurvilis is a seasoned mage. Gnomes do more than just read their books."

Kurvilis lets loose with an illusion on the Wordbearer leader. Yeraa looks around bewildered from the outside of the ashen circle. She blinks a few times and says, "Well done, gnome. Akitani, you are up."

The goblin with a skull on its head steps forward at the same time as Khav. "Half-orc want play? Not worry. Akitani not bite."

OOC: I think BegStrands does 7 damage. Khav can roll initiative. Again, if you roll something mediocre or higher, you can take your first turn as well.

Wordbearer Condition:Yeraa: down 7, Lost Bout 1, at G2Tikulti: fighting in unknown Bout, at F2Govaan: fighting in unknown Bout, at I2Hobgoblin Warcaster: fighting in unknown Bout, at D3Akitani: fighting in Bout 2, at J2Hobgoblin soldier: fighting in unknown Bout, at L3Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

The Amalorkar:

Rules:
*For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
*Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
*A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
*The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
*Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
*Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
*The first side to win five bouts wins the amalorkar.
*A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

MeditationArcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

MitigationBluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.

Features of the Area

Illumination: Bright lightBlack Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.Rubble: These squares of loose rock and gravel are difficult terrain.

Khav easily gets the jump on the goblin. First glowering at the skull-bedecked Akitani, the half-orc edges closer, then powerfully barrels into Akitani and swings the flat of the blade against the goblins legs, leaving Akitani knocked down and bruised at Khav's feet.

-Final Sleep Ki Focus +1 - Properties - +1d12 Crit. Right after you reduce an enemy to 0 hit points with an implement attack or a weapon attack using this ki focus, you can shift 1 square as a free action.

Khav roars into action (Mitigation success) charging into the goblin and knocking him on his rear (20 dam to Akitani, knocked prone). Akitani stands up. "Hahaha. Good hit. You fight like Dhakaani of past. Like style."(Meditation success) The goblin swings the flat of his waraxe at the half-orc, hitting him in the nose (9 dam to Khav). "Trade swings. Fun that way."

Wordbearer Condition:Yeraa: down 7, Lost Bout 1, at G2Tikulti: fighting in unknown Bout, at F2Govaan: fighting in unknown Bout, at I2Hobgoblin Warcaster: fighting in unknown Bout, at D3Akitani: fighting in Bout 2, at J2Hobgoblin soldier: fighting in unknown Bout, at L3Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

The Amalorkar:

Rules:
*For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
*Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
*A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
*The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
*Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
*Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
*The first side to win five bouts wins the amalorkar.
*A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

MeditationArcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

MitigationBluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.

Features of the Area

Illumination: Bright lightBlack Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.Rubble: These squares of loose rock and gravel are difficult terrain.

"It won't be fun for much longer," Khav tells Akitani. He then backs up a couple of steps and charges the goblin again, once more knocking him down. Khav then slams the flat of his blade against the goblin's skull-helmeted head, hoping to end the round now.

-Final Sleep Ki Focus +1 - Properties - +1d12 Crit. Right after you reduce an enemy to 0 hit points with an implement attack or a weapon attack using this ki focus, you can shift 1 square as a free action.

Khav bares his teeth as he waltzes back to the center of the ring. He charges back in and hits the goblin, knocking him down and wounding him (10 dam to Akitani, bloodied, prone). "Sting feel good," the goblin says as he watches Khav swing his sword on top of his head, knocking him out for good (32 dam to Akitani, unconscious, Bout 2 victory).

"Impressive. You fight well. Who is your next champion?" Yeraa asks.

OOC: We need the 3rd round participant. Also, I don't remember, but did you guys ever come up with a party name?

Wordbearer Condition:Yeraa: down 7, Lost Bout 1, at G2Tikulti: fighting in unknown Bout, at F2Govaan: fighting in unknown Bout, at I2Hobgoblin Warcaster: fighting in unknown Bout, at D3Akitani: unconscious, Lost Bout 2, at J2Hobgoblin soldier: fighting in unknown Bout, at L3Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

The Amalorkar:

Rules:
*For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
*Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
*A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
*The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
*Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
*Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
*The first side to win five bouts wins the amalorkar.
*A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

MeditationArcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

MitigationBluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.

Features of the Area

Illumination: Bright lightBlack Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.Rubble: These squares of loose rock and gravel are difficult terrain.

Govaan and Sentinel step into the ring opposite each other. Govaan gives the honor salute. "I have seen you fight. I think the others carry you!"(Bluff Mitigation success). The goblin steps forward and smacks Sentinel with one of his katars (Sentinel hit for 9 dam, grants CA UENT).

Wordbearer Condition:Yeraa: down 7, Lost Bout 1, at G2Tikulti: fighting in unknown Bout, at F2Govaan: fighting in Bout 3, at I2Hobgoblin Warcaster: fighting in unknown Bout, at D3Akitani: unconscious, Lost Bout 2, at J2Hobgoblin soldier: fighting in unknown Bout, at L3Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

The Amalorkar:

Rules:
*For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
*Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
*A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
*The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
*Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
*Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
*The first side to win five bouts wins the amalorkar.
*A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

MeditationArcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

MitigationBluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.

Features of the Area

Illumination: Bright lightBlack Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.Rubble: These squares of loose rock and gravel are difficult terrain.

Sentinel is able to ignore Govaan's taunt and draw on the power of the circle to protect himself (Arcana Meditation Success, +2 AC). Then Sentinel swings, and despite the awkwardness, still manages to hit Govaan (15 dam to Govaan). The goblin chants a little bit, and Sentinel can make out, "Ancestors, please guide my hands," but the warforged doesn't sense that Govaan gained any benefit (History Meditation Failure). He quickly steps around Sentinel, next to a boulder and jams the blunt end of a katar right on the swordmage's spine (15 damage to Sentinel, damaged). As he strikes, Govaan feels some pain of his own (4 dam to Govaan).

Wordbearer Condition:Yeraa: down 7, Lost Bout 1, at G2Tikulti: fighting in unknown Bout, at F2Govaan: fighting in Bout 3, at I2Hobgoblin Warcaster: fighting in unknown Bout, at D3Akitani: unconscious, Lost Bout 2, at J2Hobgoblin soldier: fighting in unknown Bout, at L3Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

The Amalorkar:

Rules:
*For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
*Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
*A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
*The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
*Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
*Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
*The first side to win five bouts wins the amalorkar.
*A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

MeditationArcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

MitigationBluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.

Features of the Area

Illumination: Bright lightBlack Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.Rubble: These squares of loose rock and gravel are difficult terrain.

Sentinel hits Govaan again as he draws on the arcane ash (Govaan takes 10 dam, bloodied, Arcane Meditation Success). In response, Govaan calls upon his ancestors once more (History Meditation Success). Govaan then tries to jam his katar into Sentinel, but cannot penetrate the warforged's armor. In addition, the lingering arcane effects of his last attack sting Govaan once more (4 dam to Govaan).

OOC: Technically, Govaan has now taken damage this round, so as long as Sentinel doesn't take any damage on his own turn, the match is over. I will allow Nathan to take his turn, even if it is simply "twiddling thumbs."

Wordbearer Condition:Yeraa: down 7, Lost Bout 1, at G2Tikulti: fighting in unknown Bout, at F2Govaan: fighting in Bout 3, at I2Hobgoblin Warcaster: fighting in unknown Bout, at D3Akitani: unconscious, Lost Bout 2, at J2Hobgoblin soldier: fighting in unknown Bout, at L3Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

The Amalorkar:

Rules:
*For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
*Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
*A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
*The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
*Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
*Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
*The first side to win five bouts wins the amalorkar.
*A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

MeditationArcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

MitigationBluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.

Features of the Area

Illumination: Bright lightBlack Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.Rubble: These squares of loose rock and gravel are difficult terrain.

OOC: Don't worry Nathan, Lan's options are limited so he's likely to lose. My plan will be to hit with unaugmented energizing strike as often as possible and give you guys thp for your next bouts. Josh, I think you said that's not dishonorable since it's not healing and it's part of the power, right? If it is, then I will forgo doing that.

Sentinel hits Govaan once more for good measure, ending the match (10 dam to Govaan, Sentinel wins Bout 3). Govaan makes the honor salute again and walks out of the circle. "Jezirpa, you are next." The soldier with both eyes remaining steps into the circle opposite Geen. "Let's make this a good fight." Jezirpa salutes.

OOC: Geen needs to roll initiative (but don't go until I allow it). Lan can use Energizing Strike, but your allies must be in range to get the benefit.

Wordbearer Condition:Yeraa: down 7, Lost Bout 1, at G2Tikulti: fighting in unknown Bout, at F2Govaan: down 43, bloodied, Lost Bout 3, at I2Hobgoblin Warcaster: fighting in unknown Bout, at D3Akitani: unconscious, Lost Bout 2, at J2Jezirpa: fighting in Bout 4, at L3Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

The Amalorkar:

Rules:
*For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
*Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
*A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
*The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
*Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
*Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
*The first side to win five bouts wins the amalorkar.
*A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

MeditationArcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

MitigationBluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.

Features of the Area

Illumination: Bright lightBlack Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.Rubble: These squares of loose rock and gravel are difficult terrain.